Hello fellow Tiny Rogues 
It's not been long since the last dev blog but there is already a good opportunity to show you more.
Since the last dev blog you are more in the clear about the update goal. So from here dev blogs can focus a bit more on "look at this cool thing".
Speaking of looking at cool things, before we dive in, I want to announce that the Tiny Rogues team has expanded further.
Near the start of last month another full-time programmer joined Thorce and me, he goes by the nickname Gornoth and in real life by the name Johannes.
Welcome to the Team! He has been taking care of fulfilling the promise I made to add mid-run saving to the game and it's already working, amazing! You all are getting spoiled because the entire save system is getting professionalized by him. Last time I checked, the save process is even multi-threaded now. 
But that's not all, I've also been getting massive support in the art department by none other than the one and only Steven FromLefcourt, providing quality pixel art for this update and in general for the future of the game.
FromLefcourt is himself a game developer and has released many games on Steam.
To celebrate our joint efforts there is now also a bundle between Tiny Rogues and Gunlocked 2.
(He was also gracious enough to run a massive sale for Gunlocked 2 right now which plays right into a cheaper price on the overall bundle!)

This might be your last chance to get a good deal on Tiny Rogues before the update comes, as I plan to increase the price some time in October.
A lot of the sprites of the consumables presented in this post have been expertly pixeled by FromLefcourt's cursor, so I thought it's a good opportunity to bundle this post with the announcement of the bundle. (bundleception)
Just check out the new Scrolls and Crafting Orbs sections below! The icons for those consumables were the first time we worked together and since then he has already produced countless other new icons for the game and we are moving on to creating awesome new Enemies and Bosses for you to fight right now!
I think the sprites strike a perfect balance between upping the visual quality of the game a bit while keeping the charm of everything that exists already. Awesome work, so glad to have you on board Steven!
While I am at it, I'd be remiss not to give a shoutout to a few more people that have been accompanying me on this journey.
I haven't actually been a solo developer for quite a while, even before Thorce joined my ranks in the programming department.
Be it Miguel who has done all the music for the game. (He also did the Megabonk OST btw! That's so awesome!?)
John who has made all the splash arts for the game so far!
Or Esty who has been an integral part of my journey as a game designer. (He and his team have also been hard at work! While I am lucky enough to enjoy direct access to his skillset via Discord, there seems to also exist a website by now. So if you are hungry to learn more about game design, make sure to check that out. Such an awesome effort!)
Many more. Sorry for forgetting you! (Like the Discord moderation team, thanks guys!)
Now let's dive in!
Reworked Potion System
Like in many other games, Potions in Tiny Rogues were fundamentally a bit flawed.
I disliked how you really only cared about Potions when you got the Mageblood trait, which made them permanent.
Potions now work entirely differently and are now inspired by actual roguelikes, ... like ... traditional roguelikes, you know... games like Rogue.
Potions don't give temporary buffs anymore, instead they grant permanent stat ups now, but they spawn initially unidentified.

When you drink a Potion, for the rest of this run, that color of Potion is now identified.

There is a massive pool of Potion affixes, and every color of Potion rolls 1 positive and 1 negative affix at the start of your run. Throughout the run, you may drink Potions and find out if the color has desirable tradeoffs to make in this run or not.

At any point in the run you can also check the character panel and remind yourself which Potions you have already identified and how many you have already consumed.

If you happen to have the Alchemist NPC in the Rogue Hideout, he will also be able to identify Potions for you.
So in the end, Potions will be a bit more like what Fish are in the current state of the game. (Fish get a rework too btw. I will talk about it some other time.)
Reworked Booze
I wanted to simplify Booze. I feel like Booze never really found its footing yet. Probably because the entire booze system came from my 3 brain cells screaming "heyyyyy, funny, let's add a tavern where you can drink, funny pixel beer btw". (To be fair, it is kinda funny to this day, good job 3 brain cells.)
Booze consumables are a lot rarer now, in fact they only come from Gift Boxes now. The main way to acquire Tipsiness is in the Rogue Hideout.

There are no more different types of Booze buff effects. Instead you now gain a stack of the Tipsiness buff, granting a simple-to-understand +10% Damage per stack for 1 Floor, up to a maximum of 3 stacks by default.

The catch is that for each stack of Tipsiness that expires, you get 1 stack of Hangover. Which decreases your Damage by 10% for 1 Floor.

So Booze is now a tool which you can use to overcome adversity and act more strategically.
Need a boost for a specific floor for which you are ill-equipped for? Have a beer! But be aware, the Hangover that follows will make the Floor you tackle after that Floor a bit tougher.
Reworked Infusions
Infusions are now tied to the Enchantment system, instead of granting buffs, they now enchant Weapons.

With Ailments having a bit more identity now, it can be an actual strategic choice to enchant a Weapon with a specific Enchantment for one Floor and then go back to a different setup for another Floor.
Some Infusions now also guarantee access to more powerful Enchantments.

As it is right now in the game, stacking all the Infusion Buffs can be fun but it also takes away a bit too much identity of each of the Damage Types for my taste.
This isn't set in stone, if I feel cute later, I might rework them again. 
Scrolls
This Consumable subtype is a bit of a teaser for the new design philosophy on Skills.
Skills will focus a lot more on being useful in combat now.
But I still like some of the out-of-combat Skills we have in the game right now. It's just that the different Mana systems are a bit tough to balance and get right.
So for example, the Skills of the Deprived and the Bard can now be found on Scrolls:


This is honestly one of my favorite new types of Consumable.
Scrolls can be absolutely run-altering loot. There are 21 total right now and all of them have really cool effects. (The rarity tiers of scrolls are work-in-progress.)
I'll show you a few!

Some Scrolls are also specifically made to be used in combat.

And this Scroll leads us smoothly into the next category of Consumables.

Crafting Materials
Last but not least, I wouldn't be RubyDev, and this wouldn't be Tiny Rogues, if the update didn't add new references.
I present 6 new types of "Crafting" Consumables, inspired by some of the currencies in Path of Exile, one of my favorite games of all time.
Here we have the Augmentation Orb, the Chaos Orb, the Orb of Corruption, the Mirror of Reflection, the Transmutation Orb and the Alteration Orb.

I tried my best at translating these from mere references into fun and emergent effects for Tiny Rogues. Let me show you a few! (The art of these is from FromLefcourt btw.) I think they turned out so cute! I am absolutely in love.
The Mirror of Reflection straight up duplicates one of your items. This can be situationally insanely powerful! With Dual-Wielding and Slot-Rule-Bending Effects in the game, you'd be surprised how versatile this effect is.

Maybe you also just dupe your item before you corrupt it, with an Orb of Corruption.

Because this one might just make your item worse.

Or lighter?

Or it turns it into a completely different Item?

Or adds useful stats?

The Orb of Corruption is very on-theme for this Abyss update. I am happy with how it turned out.
I won't show you all the orbs, but here are 2 more!
Anybody who plays Alchemist (I know those people are rare, yet they exist.) will know how powerful this effect can be.

Going for consumable rewards might also help you complete a Set Bonus!

Speaking of completing Sets... the Orb of Corruption might also help you with that.

Miscellaneous
There are a few more uncategorized Consumables.
I want to end by saying that I really feel like I found my stride now with Consumable design.
As the last of the bunch, let me show you a real neat one. It allows you to go full Indiana Jones and trick the Reward Pedestal mechanic. All it takes is a quick switcheroo!


I hope you enjoyed this little showcase of the new consumable items coming in the next update.
Check out the bundle with Gunlocked 2, leave some love in the comments and always always remember to Give Flowers. 

Cheers,
RubyDev
PS: If the game looks bright in the recent blog posts it's because I noticed I haven't yet turned on the post processing again. The game still looks same as on live, just my screenshots not. 